love-demo/collada_scene.lua

354 lines
15 KiB
Lua

local _math = require '_math'
local mat4 = _math.mat4
local vec3 = _math.vec3
local vec4 = _math.vec4
local scalar = _math.scalar
local collada_types = require 'collada_types'
local random_data = require 'random_data'
local pixel_color_data = love.filesystem.newFileData("pixel_color.glsl")
local pixel_shadow_data = love.filesystem.newFileData("pixel_shadow.glsl")
local vertex_static_data = love.filesystem.newFileData("vertex_static.glsl")
local vertex_skinned_data = love.filesystem.newFileData("vertex_skinned.glsl")
local shader_color_static = love.graphics.newShader(pixel_color_data, vertex_static_data)
local shader_color_skinned = love.graphics.newShader(pixel_color_data, vertex_skinned_data)
local shader_shadow_static = love.graphics.newShader(pixel_shadow_data, vertex_static_data)
local shader_shadow_skinned = love.graphics.newShader(pixel_shadow_data, vertex_skinned_data)
local vertex_screen = love.filesystem.newFileData("vertex_screen.glsl")
local pixel_ssao = love.filesystem.newFileData("pixel_ssao.glsl")
local shader_ssao = love.graphics.newShader(pixel_ssao, vertex_screen)
local pixel_clear = love.filesystem.newFileData("pixel_clear.glsl")
local shader_clear = love.graphics.newShader(pixel_clear, vertex_screen)
local noise_texture = random_data.generate_noise_texture(4, 4)
local ssao_kernel_shaderstorage_buffer = random_data.generate_ssao_kernel(64)
local global_parameters = require "global_parameters"
local shader_set = {
shadow = {
static = shader_shadow_static,
skinned = shader_shadow_skinned,
},
color = {
static = shader_color_static,
skinned = shader_color_skinned,
},
}
local send_material
local current_shader_set
local current_shader
local images_textures = {}
local node_instances = {}
local collada_scene
local index_buffer
collada_scene = {
load_buffers = function(idx_path, vtx_path, vjw_path)
----------------------------------------------------------------------
-- index buffer
----------------------------------------------------------------------
local index_data = love.filesystem.newFileData(idx_path)
index_buffer = love.graphics.newBuffer("uint32", index_data, { index = true, usage = "static" })
----------------------------------------------------------------------
-- vertex shader storage buffer
----------------------------------------------------------------------
local vtx_format = {
{ name = 'Position', format = 'floatvec4' },
{ name = 'Normal', format = 'floatvec4' },
{ name = 'Texture', format = 'floatvec4' },
}
local vtx_data = love.filesystem.newFileData(vtx_path)
local vtx_shaderstorage_buffer = love.graphics.newBuffer(vtx_format, vtx_data, { shaderstorage = true, usage = "static" })
local vjw_format = {
{ name = 'Joint', format = 'int32vec4' },
{ name = 'Weight', format = 'floatvec4' },
}
shader_color_static:send("VertexPNTLayout", vtx_shaderstorage_buffer)
shader_color_skinned:send("VertexPNTLayout", vtx_shaderstorage_buffer)
shader_shadow_static:send("VertexPNTLayout", vtx_shaderstorage_buffer)
shader_shadow_skinned:send("VertexPNTLayout", vtx_shaderstorage_buffer)
local vjw_data = love.filesystem.newFileData(vjw_path)
if vjw_data:getSize() ~= 0 then
local vjw_shaderstorage_buffer = love.graphics.newBuffer(vjw_format, vjw_data, { shaderstorage = true, usage = "static" })
shader_color_skinned:send("VertexJWLayout", vjw_shaderstorage_buffer)
shader_shadow_skinned:send("VertexJWLayout", vjw_shaderstorage_buffer)
end
end,
load_images = function(base_path, images)
local image_index = 0
for _, image in ipairs(images) do
assert(string.sub(image.uri, 1, 1) == ".")
path = base_path .. string.sub(image.uri, 2)
print("load image", path)
local image_data = love.image.newImageData(path)
local texture = love.graphics.newTexture(image_data)
images_textures[image_index] = texture
image_index = image_index + 1
end
end,
set_color_or_texture = function(color_or_texture, color_uniform, sampler_uniform)
if color_or_texture.type == collada_types.color_or_texture_type.COLOR then
current_shader:send(color_uniform, color_or_texture.color)
elseif color_or_texture.type == collada_types.color_or_texture_type.TEXTURE then
current_shader:send(sampler_uniform, images_textures[color_or_texture.texture.image_index])
else
assert(false)
end
end,
set_instance_material = function(instance_material)
local effect = instance_material.material.effect
if effect.type == collada_types.effect_type.BLINN then
collada_scene.set_color_or_texture(effect.blinn.emission, "emission_color", "emission_sampler");
collada_scene.set_color_or_texture(effect.blinn.ambient, "ambient_color", "ambient_sampler");
collada_scene.set_color_or_texture(effect.blinn.diffuse, "diffuse_color", "diffuse_sampler");
collada_scene.set_color_or_texture(effect.blinn.specular, "specular_color", "specular_sampler");
current_shader:send("shininess", effect.blinn.shininess);
elseif effect.type == collada_types.effect_type.LAMBERT then
collada_scene.set_color_or_texture(effect.lambert.emission, "emission_color", "emission_sampler");
collada_scene.set_color_or_texture(effect.lambert.ambient, "ambient_color", "ambient_sampler");
collada_scene.set_color_or_texture(effect.lambert.diffuse, "diffuse_color", "diffuse_sampler");
elseif effect.type == collada_types.effect_type.PHONG then
collada_scene.set_color_or_texture(effect.phong.emission, "emission_color", "emission_sampler");
collada_scene.set_color_or_texture(effect.phong.ambient, "ambient_color", "ambient_sampler");
collada_scene.set_color_or_texture(effect.phong.diffuse, "diffuse_color", "diffuse_sampler");
collada_scene.set_color_or_texture(effect.phong.specular, "specular_color", "specular_sampler");
current_shader:send("shininess", effect.phong.shininess);
elseif effect.type == collada_types.effect_type.CONSTANT then
current_shader:send("emission_color", effect.constant.color)
else
assert(false)
end
local texture_channel = {
instance_material.emission.input_set,
instance_material.ambient.input_set,
instance_material.diffuse.input_set,
instance_material.specular.input_set,
}
current_shader:send("texture_channel", texture_channel)
end,
draw_geometry = function(geometry, instance_materials)
local mesh = geometry.mesh
local base_index_buffer_offset = mesh.index_buffer_offset / 4
for _, instance_material in ipairs(instance_materials) do
if send_material then
collada_scene.set_instance_material(instance_material)
end
local triangles = mesh.triangles[instance_material.element_index + 1]
local index_offset = base_index_buffer_offset + triangles.index_offset
local index_count = triangles.count * 3
local vertex_offset = mesh.vertex_buffer_offset / (4 * 4 * 3)
current_shader:send("VertexPNTOffset", vertex_offset)
love.graphics.drawFromShader(index_buffer, index_count, 1, 1 + index_offset)
end
end,
draw_instance_geometries = function(instance_geometries)
for _, instance_geometry in ipairs(instance_geometries) do
collada_scene.draw_geometry(instance_geometry.geometry, instance_geometry.instance_materials)
end
end,
draw_skin = function(skin, instance_materials)
local mesh = skin.geometry.mesh
local base_index_buffer_offset = mesh.index_buffer_offset / 4
for _, instance_material in ipairs(instance_materials) do
collada_scene.set_instance_material(instance_material)
local triangles = mesh.triangles[instance_material.element_index + 1]
local index_offset = base_index_buffer_offset + triangles.index_offset
local index_count = triangles.count * 3
local mesh_vertex_offset = mesh.vertex_buffer_offset / (4 * 4 * 3)
current_shader:send("VertexPNTOffset", mesh_vertex_offset)
local skin_vertex_offset = skin.vertex_buffer_offset / (4 * 4 * 2)
current_shader:send("VertexJWOffset", skin_vertex_offset)
love.graphics.drawFromShader(index_buffer, index_count, 1, 1 + index_offset)
end
end,
draw_instance_controllers = function(node_state, instance_controllers)
for _, instance_controller in ipairs(instance_controllers) do
local skin = instance_controller.controller.skin
local joints = {}
for joint_index = 1, instance_controller.joint_count do
local ibm = mat4.load_table(skin.inverse_bind_matrices[joint_index])
local node_index = instance_controller.joint_node_indices[joint_index]
local node_instance = node_state.node_instances[node_index]
joints[joint_index] = ibm * node_instance.world
end
--shader:send("Joints", "column",
--joints[1].data,
--joints[2].data,
--joints[3].data)
current_shader:send("Joints", "column",
mat4.store_table(joints[1]),
mat4.store_table(joints[2]),
mat4.store_table(joints[3]))
collada_scene.draw_skin(instance_controller.controller.skin,
instance_controller.instance_materials)
end
end,
draw_node = function(node_state, projection, view, light_transform, node, node_instance)
if node.type ~= collada_types.node_type.NODE then
return
end
if node.instance_geometries_count == 0 and node.instance_controllers_count == 0 then
return
end
local world = node_instance.world
view_transform = world * view
transform = view_transform * projection
light_transform = world * light_transform
if node.instance_geometries_count > 0 then
current_shader = current_shader_set.static
love.graphics.setShader(current_shader)
--current_shader:send("projection", "column", projection.data)
current_shader:send("view_transform", "column", view_transform.data)
current_shader:send("world_transform", "column", world.data)
current_shader:send("light_transform", "column", light_transform.data)
current_shader:send("transform", "column", transform.data)
collada_scene.draw_instance_geometries(node.instance_geometries)
end
if node.instance_controllers_count > 0 then
current_shader = current_shader_set.skinned
love.graphics.setShader(current_shader)
current_shader:send("world_transform", "column", world.data)
current_shader:send("light_transform", "column", light_transform.data)
current_shader:send("transform", "column", transform.data)
collada_scene.draw_instance_controllers(node_state, node.instance_controllers)
end
end,
draw_nodes = function(node_state, projection, view, light_transform)
local node_index = 0
for _, node in ipairs(node_state.nodes) do
local node_instance = node_state.node_instances[node_index]
collada_scene.draw_node(node_state, projection, view, light_transform, node, node_instance)
node_index = node_index + 1
end
end,
draw_scene = function(node_state, perspective_projection, orthographic_projection)
local camera_world = node_state.node_instances[node_state.camera].world
local view_position = vec3.transform(vec3._zero, camera_world)
local camera_target_world = node_state.node_instances[node_state.camera_target].world
local view_target_position = vec3.transform(vec3._zero, camera_target_world)
local light_world = node_state.node_instances[node_state.light].world
local light_position = vec3.transform(vec3._zero, light_world)
local up = vec3(0, 0, 1)
local view = mat4.look_at_rh(view_position, view_target_position, up)
local transform = view * perspective_projection
local light_view = mat4.look_at_rh(light_position, vec3._zero, up)
local light_transform = light_view * orthographic_projection
----------------------------------------------------------------------
-- shadow
----------------------------------------------------------------------
if false then
love.graphics.setCanvas({g_shadow_canvas, depth=true})
love.graphics.clear({0.0, 0.0, 0.0, 1.0})
current_shader_set = shader_set.shadow
send_material = false
love.graphics.setDepthMode("less", true)
collada_scene.draw_nodes(node_state, light_transform, light_transform)
end
----------------------------------------------------------------------
-- color
----------------------------------------------------------------------
shader_color_static:send("view_position", view_position.data)
shader_color_static:send("light_position", light_position.data)
--shader_color_static:send("shadow_sampler", g_shadow_canvas)
shader_color_skinned:send("view_position", view_position.data)
shader_color_skinned:send("light_position", light_position.data)
--shader_color_skinned:send("shadow_sampler", g_shadow_canvas)
love.graphics.setCanvas({g_color_canvas, g_position_canvas, g_normal_canvas, depth=true})
--love.graphics.setCanvas()
--love.graphics.clear({0.0, 0.0, 0.0, 1.0})
--love.graphics.clear({0, 0, 0, 1.0}, {0, 0, 0, 1.0}, {0, 0, 0, 1.0}, 255, 0)
love.graphics.setDepthMode("always", true)
love.graphics.setShader(shader_clear)
love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
current_shader_set = shader_set.color
send_material = true
love.graphics.setDepthMode("greater", true)
collada_scene.draw_nodes(node_state, perspective_projection, view, light_transform)
----------------------------------------------------------------------
-- ssao
----------------------------------------------------------------------
if true then
love.graphics.setCanvas()
love.graphics.setShader(shader_ssao)
shader_ssao:send("projection", "column", perspective_projection.data)
shader_ssao:send("g_color_sampler", g_color_canvas)
shader_ssao:send("g_position_sampler", g_position_canvas)
shader_ssao:send("g_normal_sampler", g_normal_canvas)
shader_ssao:send("noise_sampler", noise_texture)
shader_ssao:send("SSAOKernelLayout", ssao_kernel_shaderstorage_buffer)
shader_ssao:send("bias", global_parameters.ssao.bias)
shader_ssao:send("radius", global_parameters.ssao.radius)
shader_ssao:send("occlusion_exponent", global_parameters.ssao.occlusion_exponent)
shader_ssao:send("occlusion_offset", global_parameters.ssao.occlusion_offset)
love.graphics.setDepthMode("always", false)
love.graphics.drawFromShader(screen_index_buffer, 3 * 2, 1, 1)
end
end,
}
return {
draw_nodes = collada_scene.draw_nodes,
draw_scene = collada_scene.draw_scene,
load_buffers = collada_scene.load_buffers,
load_node_instances = collada_scene.load_node_instances,
load_images = collada_scene.load_images,
update = collada_scene.update,
}